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Upcoming changes to our Downloads 12/27/2024
In preparation for the upcoming changes to our download section, access to free downloads will be removed tonight 27 December 2024 at midnight server time. All paid subscription accounts will not be affected and full access to your downloads will be available.
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Death Star Terrain Idea. A What If.
By
KJakker, in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
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Similar Content
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By Viper63a
View File SF2 F-111A Jets for Vietnam: The 428th, 429th and 430th TFS from Tahkli RTAFB
SF2 F-111A Jets for Vietnam: The 428th, 429th and 430th TFS from Tahkli RTAFB!
v2.0 20241207
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This mod includes upgraded version of...
* F-111A Combat Lancer jets for Vietnam 1968: The 428th, 429th and 430th TFS from Tahkli RTAFB!
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Installation: Important!
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* Backup\Delete\Move the "F-111A" folder out of your installation "\Aircraft\" & "\Decals\" folders...
* Unzip and copy the contents of the the uncompressed "To_Mod_Folder" folder to your StrikeFighter2 mod folder and overwrite if required.
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Add F111 SoundList
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Lastly, Read the "Add F111 SoundList.txt" readme file on updating your your "Flight\SoundList.ini" file with the custiom F-111 sound files included in this pack.
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Enjoy!
=Viper=
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Credits: Updated by Viper63a, dtmdragon, Lel and Fanatic Modder!
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* FastCargo's Super Vark package 2.4 (SF2)
http://combatace.com/files/file/10425-f-111-super-vark-pack-version-24/
* Slick Cowboy's F-111_improvedskinpack 2.0 (SF2)
http://combatace.com/files/file/14798-f-111-improvedskinpack/
* Dave's EF-111A Version 2.0 (SF1)
http://combatace.com/topic/36438-ef-111a-version-20/
* LeL's F-111 TAC Pack (SF1)
http://combatace.com/topic/80711-f-111-tac-pack/
* Spinners [Fictional] General Dynamics F-111A 'Early TAC' Version 1
http://combatace.com/files/file/14574-fictional-general-dynamics-f-111a-early-tac/
* Hi Ho Silver - The Afterburner Mod v.1 (SF1/SF2)
http://combatace.com/files/file/15143-the-afterburner-mod/
* Florian - "AmokFloo" - Western Style Pilot Models (SF1/SF2)
http://combatace.com/files/file/6693-western-style-pilot-models/
Submitter Viper63a Submitted 06/17/2015 Category F-111
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By Viper63a
SF2 F-111A Jets for Vietnam: The 428th, 429th and 430th TFS from Tahkli RTAFB!
v2.0 20241207
-------------------------------------------------------------
This mod includes upgraded version of...
* F-111A Combat Lancer jets for Vietnam 1968: The 428th, 429th and 430th TFS from Tahkli RTAFB!
-------------------------------------------------------------
Installation: Important!
-------------------------------------------------------------
* Backup\Delete\Move the "F-111A" folder out of your installation "\Aircraft\" & "\Decals\" folders...
* Unzip and copy the contents of the the uncompressed "To_Mod_Folder" folder to your StrikeFighter2 mod folder and overwrite if required.
-------------------------------------------------------------
Add F111 SoundList
-------------------------------------------------------------
Lastly, Read the "Add F111 SoundList.txt" readme file on updating your your "Flight\SoundList.ini" file with the custiom F-111 sound files included in this pack.
-------------------------------------------------------------
Enjoy!
=Viper=
-------------------------------------------------------------
-------------------------------------------------------------
Credits: Updated by Viper63a, dtmdragon, Lel and Fanatic Modder!
-------------------------------------------------------------
-------------------------------------------------------------
* FastCargo's Super Vark package 2.4 (SF2)
http://combatace.com/files/file/10425-f-111-super-vark-pack-version-24/
* Slick Cowboy's F-111_improvedskinpack 2.0 (SF2)
http://combatace.com/files/file/14798-f-111-improvedskinpack/
* Dave's EF-111A Version 2.0 (SF1)
http://combatace.com/topic/36438-ef-111a-version-20/
* LeL's F-111 TAC Pack (SF1)
http://combatace.com/topic/80711-f-111-tac-pack/
* Spinners [Fictional] General Dynamics F-111A 'Early TAC' Version 1
http://combatace.com/files/file/14574-fictional-general-dynamics-f-111a-early-tac/
* Hi Ho Silver - The Afterburner Mod v.1 (SF1/SF2)
http://combatace.com/files/file/15143-the-afterburner-mod/
* Florian - "AmokFloo" - Western Style Pilot Models (SF1/SF2)
http://combatace.com/files/file/6693-western-style-pilot-models/
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By Eagle114th
Hello everyone,
I am re-creating the posts after hte ideas came up about the name of proejcts and what it is about. This project is to be known as SF2 Avionics Community Pack (SF2:ACP for short), because the purpose of this projects is to create the assets for anyone to usse for our mods, as well for customizing our SF2 installation. You will need to put them into aircraft folder and customize the .ini files, in order, for them to appear in-game.
This is what I find so enjoayble and I noticed that not many simulation does this. This s project aims to bring the realistic, immersive expereicnes in cockpits with actual textures for radar scope, RWR, HUD, and any avionics that is currently moddable in SF2 and aircraft mods.
I will exlpain the limitation of SF2 engine, so we can get better pictures of what we can and can't do for now. I said "for now, is becauuse I have the hope htat someday, somehow, someone manage to make it possible to make avioincs further moddable in SF2.
1) Texture issues: What can be done is chan ging radar scope texture. But the problem is that, the radar symbols / lines colors can not be changed. We are stuck with default green SF2 radar symbosl /lines / circles. And eve with new textures, the radar lines / symbols/ shapes will be applied on top of it. So it mean, if you have 'black line' on top of radar scope like A-4s as an exampe, the radar still overlap it.
Another issues is that, most of SF2 default aircraft does not have texture-able radar scope for 'turned off' radar, so it seem strange how CRT (texture) would suddenly show up when turnig radar on. I wished that the radar scope woudl be texture-able, so that it seem taht only radar lines / symbols / shapes would appear, therefore preserving the immersive experiences.
2) Lighting, after attempting to use the actual colors of radar scope based on the pictures, as an example, they usually show upup too bright comnpared ot another instructments / avionics in cockpit. So they need to be darken, in order to blend naturall in cockpits. And another issue is radar colors of green, it need to be readable, therefore further darken the texture. So they might will appear darker compared to the photo. (I am currenlty wokring on this part on both F-89s and A-4s radar scope and RWR new textures).
3) Avionics DLLs, there are only two DLLs I believe, that we can use either one of Avionics DLL for early and modern aircraft. But I still have the hope. The reason why I have hope is because, I am part of the community that is modding Jane's series simulation. That simulation is almost 30 years old and people still mods it. It amazes me, therefore gives me hopes.
Besides the lmitation, it does not stop us from wanting to create the mods that would improve the experiences in avioincs. What inspired me to do this, I was customizing SF2 installation for early cold war era (My favorite era), in Asia, midddle east, and other theatre, along with later cold war era, I noticed that there is always room of growth and improvement for cockpits. That is when I came up the awy to improve F-89 series radar scope, as you can see it in another theatre abou Stary's F-89 cockpits. Then here it is, SF2: Avionics Community Pack!
What would be great help if we can share the pictures and information on the avioinics for various planes, so we can get busy with the avioniocs improvement.
If anyoneo have the requests for radar scope, or any avioinics improvement, it would be great help if the resources can be provided too.
The next posts will cover what I am doing with both F-89s and A-4s gunsights, radar scope, and rwr, along with F-89's radar scope.
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DOWNLAOD: SF2 ACP v0.2
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Cheers!
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By VonBeerhofen
An error I made working on the city districts drew my attention to the COSTCT tile which only shows a staggering 6 times in the entire EAW world. I'm pretty sure there are hundreds of coastal towns and seaside resorts in Europe, one of which is the one I live in. So I feel I have a choice to make, add more to the EAW coasts or free the tile to be turned into a new city tile to add more diversity to the limited set in use. Personally I think that a village or city tile one coastal tile away from shore will work just as well, after all the entire coast and beach are merely app. 1 or 2 KM deep. The question though is what is a better use in a 64 small tileset?
Furthermore with a universal tile border there is also a much better use for the river city tiles as they can now also function outside the cities and add more diversity, as was done with other nature's in EAWPRO. Besides that industries predominantly happen on river banks, so it adds to realism too. Vice versa there's also no reason not to use other bridges inside cities like London when borders are uniform, which had 5 at the time of the blitz. EAWPRO already uses dozens of instances of the unused stock rail bridge and a much higher number of any other bridge. They're even used as piers on coastal tiles too, making fun targets to destroy!
Here's Londen Thames with added bridges, of course the fake crossing can be removed now too.
VonBeerhofen
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By VonBeerhofen
or bringing order to the chaos. I've applied a previously described algorithm of grouping tiles on the Italian cities which forms them more into what one might call 'districts', i.e. more organized then what was shown in the previous thread. The fractal algorithm can create many different layouts using various parameters, one of which is determined by looking at an entire region and the neighboring tiles surrounding a particular tile. It then randomizes smaller groups it creates and adds an occasional seed between them so the group isn't just echoing a certain tile. In the below calculation groups are created from the outside inward, taking the city's shape into account, after all the surrounding tiles influence the outcome of the calculation. As part of the fun 1/2 of the tile map uses an inverted calculation as can be seen in the last 3 pictures which is Munich, hence it's border and center differs from the other pictures shown. The other 5 are London.
You heard it first in www.combatace.com
VonBeerhofen
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